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1  Java Game APIs & Engines / Java 2D / Re: trying to make anaglyph - how to composite on: 2008-03-19 14:59:58
an interesting note, i've done some benchmarking and most time is swallowed by getRGB and secondly by setRGB

anyway, i'll try those options
2  Java Game APIs & Engines / Java 2D / Re: trying to make anaglyph - how to composite on: 2008-03-19 00:48:47
so i've found a solution, but it's what you could call "manual work" and slow as ***

                    final BufferedImage leftImg = bufferLeft.getImage();
                    final BufferedImage rightImg = bufferRight.getImage();
                    final BufferedImage comboImg = bufferCombo.getImage();

                    final int[] pxLeft = leftImg.getRGB(0, 0, getWidth(), getHeight(), null, 0, getWidth());
                    final int[] pxRight = rightImg.getRGB(0, 0, getWidth(), getHeight(), null, 0, getWidth());
                    final int[] combo = new int[pxLeft.length];

                    for (int p = 0; p < getWidth() * getHeight(); p++) {
                        combo[p] = (pxLeft[p] & 0xFFFF0000) | (pxRight[p] & 0xFF00FFFF);

                    comboImg.setRGB(0, 0, getWidth(), getHeight(), combo, 0, getWidth());
                    graphics.drawImage(bufferCombo, new Point(0, 0));

it also doesn't quite work, i can see bits of the right image with my left eye, but that's probably because of my bad 3d glasses
3  Java Game APIs & Engines / Java 2D / trying to make anaglyph - how to composite on: 2008-03-18 20:37:59
I'm trying to give my game an anaglyph render mode. I've created two buffers (one left one right, both as Image) and drawn different things on them, but I can't find out how to composite them onto a single graphics objects.

I need to draw only the red channel of the left buffer, then draw the blue and green channels of the right buffer on top of that. I've searched and searched, but I can only find compositing with AlphaComposite, which doesn't work per-channel.

Who can help me with my original rendering?  Roll Eyes
4  Discussions / Community & Volunteer Projects / Re: Victory 2D Game Engine on: 2008-02-22 21:38:44
News  Smiley

The last weeks I've worked hard on this engine, and it's getting better every day.
- Complete network layer added
- Design-by-interface for input, with AWT implementation, but JInput planned.
- Basic physics, objects with speed, forces and mass.
- Improved geometry library.
- Seperation of game loop and render loop. Render slowdown will not affect game logic a lot or the other way around.

But most importantly, I'm writing a tutorial, to create a simple Asteroids type game. So far I have a spaceship flying around in empty space, but in the coming days I'll probably add asteroids and shooting.

Tutorial here:

Download here:

If you're interested in cooperating, we have need of
- a revamped, well designed particle system
- jinput implemenation of input
- sound system with javasound and possibly OpenAL
- OpenGL implementation of rendering
- more geometry
5  Games Center / Featured Games / Re: Bunny Golf on: 2007-09-16 10:16:00
I might add that this isn't Bunny Golf, it's Bunny Midget Golf Wink
6  Java Game APIs & Engines / JOGL Development / Re: Dutch speaking people here? on: 2007-09-07 16:19:04
i'm dutch, but i wouldn't really care for dutch tutorials, i can read english perfectly fine  Smiley
7  Game Development / Newbie & Debugging Questions / Re: Running exe files ? on: 2007-09-07 09:51:30
Process p = Runtime.getRuntime().exec("c:\\program.exe");

8  Discussions / Community & Volunteer Projects / Re: Victory 2D Game Engine on: 2007-09-05 10:44:40
We've restructured the engine so it uses a pluggable rendering system. Currently it goes with a J2D implementation, but a JOGL/LWJGL one will be made (by someone else but me)
9  Games Center / Archived Projects / Re: Wires: rotate the tiles so they are all connected on: 2007-08-19 17:50:59
too addictive  Roll Eyes
10  Discussions / Community & Volunteer Projects / Victory 2D Game Engine on: 2007-08-04 09:09:30

(logo is a draft)

As a pre-project to the OpenWar engine, we're working on a 2D Game Engine (for standalone games, no applets), which we will use for various demos.
This engine will provide:
- low-level things like a game loop
- resource management and loading (that is to say, it comes with a simple resource manager, which you are free to use, but you can use something else)
- generic framework for game objects (which have a sprite, position, speed, etc.)
- geometry and collision checking
- particle system
- sound and music system
- input manager
- maybe networking

it will not provide:
- game specific things (such as an inventory, playing cards, weapon system)

The graphics system is implemented trough an interface. The engine is delivered with a Java2D implementation, but other implementation can and will be written. Games are created by importing and extending the engine classes.
Here's a screenshot of a demo thingy we use for testing (particles are much nicer by now, btw):

To join in the development, go to our "home"
11  Discussions / General Discussions / Re: Next 3D engine generation .... impressive on: 2007-08-04 09:02:43
hum their interface have lot of things  taken from 3dsmax...
probably because their designers are used to a 3ds max interface, so they would learn to work with the editor very quickly
12  Game Development / Networking & Multiplayer / Re: Mysql and transactions.. on: 2007-08-03 17:44:23
13  Game Development / Game Play & Game Design / Re: What do you want in a web game? on: 2007-08-01 20:48:20
I like games in which I can be creative. Simcity, Transport Tycoon, RCT, Stronghold, etc.
14  Game Development / Shared Code / Geometry classes on: 2007-08-01 20:15:20
Here are the geometry classes used by my custom 2d game engine. Please post any improvements you make back here

interface Geometry: all classes implement this one
class Vector2: a 2d vector2. can represent many things
class Box: a box with a position and size
class Circle: a circle with a position and radius
class GameRuntimeException: my runtime exception. you can easily replace GameRuntimeException with RuntimeException in the above files

15  Games Center / Archived Projects / Re: Splatballs on: 2007-08-01 17:39:14
what about just extending JButton and overriding the paint() method? i've never done that so I might be talking nonsense now
16  Games Center / Archived Projects / Re: Splatballs on: 2007-07-31 22:07:54
The "press any key to restart" doesn't work, it appears to work only with the O key.
I don't think you should be dead in 1 hit, and maybe it should shoot faster or with bigger bullets. Or better yet, let all the be customised as a difficulty level Smiley
The default swing interface isn't too pretty, but I assume it's temporary

Original and fun otherwise.
17  Discussions / General Discussions / Re: What's Killing Game Development? on: 2007-07-31 21:13:32
Chances you can fit 'fun' inside an algorithm in your lifetime, are next to zero.
not entirely true. if you know that a shooter level is fun if it has many alleys and corners, but with some open spaces, you can make the algorithm to do just that Smiley
18  Java Game APIs & Engines / Java 2D / Re: 2D Shadow Performance on: 2007-07-30 22:44:16
determine the direction of the shadow, start at the opposite edge of the image and loop towards that direction. when you reach the end of the image (a.k.a. encounter a transparent pixel) start to draw black pixels, and fade it out after some more loops
19  Game Development / Newbie & Debugging Questions / Re: How to do this? on: 2007-07-30 21:29:46
this.getHeight()  Roll Eyes
20  Game Development / Newbie & Debugging Questions / Re: Can't find symbol Image on: 2007-07-30 21:00:23
If you get an IDE like Eclipse (Smiley) or NetBeans it will point this stuff out while you edit, before you even try to compile it Smiley
21  Game Development / Performance Tuning / Re: Java 7 and Swing, slow? on: 2007-07-30 20:37:18
did you test it on another pc? maybe there's some incompatibily between Java 6 and your system, or something went wrong when installing
22  Java Game APIs & Engines / Java 2D / Re: set a color to transparent on: 2007-07-29 11:26:41
what doesn't work? what happens? what goes wrong?
"doesn't work" is one of the most undescriptive things you can say Wink
23  Java Game APIs & Engines / Java 2D / Re: set a color to transparent on: 2007-07-29 00:25:18
in an image with type INT_ARGB, black is 0xFF000000
each pixel is an integer of the form 0xAARRGGBB
24  Game Development / Performance Tuning / Re: java profiler at source level? on: 2007-07-28 23:53:04
Already suggested about 3 posts above
do you mean:
Can you rewrite it to profile, then switch back?
because that could have meant loads of things, especially for someone who's never used a profiler (like me  Grin)
25  Game Development / Newbie & Debugging Questions / Re: Code Error on: 2007-07-28 23:19:10
i don't think a non-abstract class can have abstract methods, because then you could create instances of it which don't have that method implemented.

so add a (empty) implementation to those methods, or make the whole class abstract
26  Java Game APIs & Engines / Java 2D / Re: set a color to transparent on: 2007-07-28 23:17:09
or if you must do it with colours, then why not just:
for(bla bla loop y) {
 for(bla bla loop x) {
  if(image.getRgb(x,y) blabla is the colour) image.setRgb(x,y,0x00000000);
27  Game Development / Performance Tuning / Re: java profiler at source level? on: 2007-07-28 23:14:09
or move bits of code into their own private void doStuff()
28  Games Center / Archived Projects / Re: Mechanismo - new game coming soon on: 2007-07-25 10:18:16
 Shocked a game in which you can create rube goldberg machines, i've always wanted that Tongue
29  Game Development / Game Play & Game Design / Re: Turned based game design/architecture on: 2007-07-24 21:18:31
why can't you do the highlighting with the method you describe? just let the thread which determines if something should be highlighted tell the screen to refresh  Huh
30  Games Center / Archived Projects / Re: HDR / Bloom tech demo on: 2007-07-23 22:09:07
doesn't work here, no support for non-power-of-2 textures sizes

Windows XP SP2, Ati Mobility Radeon X1600, recent drivers
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